Ad placeholder
Trap
A trap is a hidden danger that can cause sudden unwanted conditions and/or damage.
Types of Traps[edit | edit source]
Most common types of traps that might be encountered in the game are:
- Tripwires
- Blast Mines (three kinds, causing Fire or Fire + Poison damage)
- Vents (various kinds spewing hot steam, toxic gas, spilling around toxic liquid or grease, or activating AoE spells like in their vicinity)
- Gargoyle Statues/Gargoyle Heads (firing Fire Bolts/Ice Bolts with certain frequency)
Gallery[edit | edit source]
Locations of Traps[edit | edit source]
Apart from that, there are multiple locations within the game featuring unique types of traps that do not appear anywhere else. These traps might inflict unique conditions as a result of failed save against them, and sometimes are themselves vulnerable only for a certain type of damage, being resistant to all other. Still, they can be Disarmed just like all other traps within the game.
In Act One locations:
- Sunlit Wetlands/Putrid Bog: Spike Traps under the water, Peculiar Flowers and Gas Vents with Noxious Fumes in the Overgrown Tunnel
- Risen Road: Boulder Trap in the cave near the Toll House
- Waukeen's Rest: Proximity Explosives and Granitic Rocks in the Zhentarim Hideout.
- Repulsion Mines on the cliffs in the Rosymorn Monastery Trail and in the Hatchery of the Crèche Y'llek
- Teleporting Traps and Gas Pits emitting Strange Gas in the Hatchery of the Crèche Y'llek
- Dawnbreakers in the Secret Chamber of the Crèche Y'llek
- Statues right behind the portcullis at the Selûnite Outpost in the Underdark issue radiant blasts at anything approaching the portcullis as long as powered by Moonstone inside the outpost
- Arcane Turrets in the Arcane Tower in the Underdark
In Act Two locations:
- Gauntlet of Shar: Vents in the antechamber produce Void - an area similar to effect, except for acid damage, while vents in the Silent Library form a surface similar to
In Act Three locations:
- Rivington: Vents near the entrance to the Smugglers' Cave issuing hot steam (which conceals Blast Mines planted in the ground).
- Blushing Mermaid: Peculiar Flowers and Gas Vents in the Ethel's Lair beneath the tavern. Also, the entrance door is trapped with spell.
- Ramazith's Tower: Arcane Turrets, Gas Vents with , and a pair of statues named Aspect of Athkatla at the bottom floor, accessible by the Weave Button.
- Wyrm's Rock Fortress: Various mechanisms installed within by Enver Gortash: Grenade Impellers and Incineration Casters, and Stunner Vents on the rooftop.
- Undercity Ruins/Bhaal Temple: Sanguine Vents on the bridge leading to the temple itself issue puddles of Unstable Blood, blazing if ignited
Gallery[edit | edit source]
Besides, some objects within the game might be guarded by a spell (apart from other measures of safety, f.e. a physical lock) and therefore recognized by party members as "trapped". Most often these are containers that store various items, either valuable or crucial for whatever quest. In some cases, triggering the trapped container without disarming it first may destroy it along with the precious item inside. Also, a trapped object might block the way to the target item or to the quest checkpoint.
Traps can be placed independently from one another or be combined in a system, when all elements might be triggered simultaneously after interacting with some detail of the environment, most commonly, stepping on a Marble Plate. In that case, a trigger item is recognized by characters as a trap, too, and Disaming it renders the whole system inactive.
The only type of a Trap available to be set by the player is a
spell.Involvement[edit | edit source]
The skill is used to detect traps. This is a passive skill check performed whenever a party member comes close enough to an active, yet undetected, trap. Each party member makes a check independently, so if the check was failed by one party member, there's a chance that another one will be more lucky and successfully spot a trap.
To disarm a trap the player character needs to use their skill (requires a dice roll) along with a Trap Disarm Toolkit. If the roll was successful, the trap is disarmed (which is often visualized as bursting into further-inactive pieces), and the Trap Disarm Toolkit will not be spent. On failed or botched roll, the Trap Disarm Toolkit is spent, and the trap triggers.
Unlike Lockpicking, disarming a trap cannot be rerolled by simply spending another Trap Disarm Toolkit. Failed and botched rolls, though, can be rerolled using Inspiration points, like most other roll-based checks within the game.
Some traps can be inactivated by certain means provided by the game plot, or simply destroyed physically by weapons' or magic attacks. Gas Vents can also be disabled by placing/throwing a heavy enough object on-top of them (to do this, the vent should first be successfully detected).
Some traps might be visible without a Perception check, but unless a character detects them they cannot be disarmed and can only be avoided.